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WEAPONS

Uzu 10mm Machine Pistol

Standard issue to all Kwari combatants, the Uzu 10mm Machine Pistol never leaves your side. It offers a medium-to-fast rate of fire when the trigger is held down, but is near worthless at long-range and is consistently out-performed by many other weapons at close-range. It can be used to score a few hits on distracted opponents if there are no other weapons to hand, but all Kwari Champions recommend looking for a replacement as quickly as possible.

Assault Rifle TT-829 (Modified)

Kwari customised version of the standard, field-ready, combat weapon currently employed by military services the world over. The Assault Rifle has been modified to remove the selective fire system and is locked on burst-fire, delivering a three-shot-burst with high accuracy over medium-range. It is best suited to hunting solitary prey. Additional extras like the bipod, protruding grips and red dot scope have been removed to reduce weight.

King Industries "Protagonist" Shotgun

This shotgun is a rugged variant on the archetypal close-combat firearm. The weapon fires an expanding cluster of pellets that spreads outwards from the weapon in a roughly cone-shaped pattern. The dispersal of the pellets makes the weapon ineffective at long-range, but the concentrated firepower at close-range deals extensive damage. Used effectively a close-range hit will also knock the target off their intended course, often causing disorientation.

CL1-V3 Rocket Launcher

Historically used in heavy military operations, this weapon launches rocket-propelled, explosive projectiles. The rockets detonate upon impact, with the resulting fragmentation doing damage to all nearby aggressors. The rotating barrel mechanism allows the Rocket Launcher to sustain a medium rate of fire, but the relatively low flight-speed of the rockets means that it is possible to dodge the ordinance altogether. It is not advised for use in close quarters.

Hendon Mining - MKV Hand-held Ion Beam

This hand-held device, originally built by the Hendon Mining facility to mine for precious metals, creates an unstable beam of accelerated energy. Due to the nature of the flux energy produced, the Ion Beam has a tendency to arc from one adversary to another. This makes it extremely useful when you have a large number of hostiles grouped together. A good all-rounder for medium to long-ranged combat this weapon is a favourite amongst Kwari initiates.

S&B MK-II Blade Launcher

A conventional weapon with a new twist. Originally used by police to quell violent rioting, the Blade Launcher fires spinning blades instead of concussion rounds. Each blade is outfitted with a LuRuS guidance chip, allowing fighters to correct their shot after firing as the blades will fly towards the low-level IR beam emitted from the gun. Extremely effective in both short to long-range engagements, due to its medium damage and high rate of fire.

"Medusa" Swarm Gun

An alternative to the Rocket Launcher, the Swarm Gun launches five small self-guided rockets. It may only have a medium rate of fire, but, when used over medium to long-range, it can be an extremely effective killing machine. The "swarm" of rockets will hunt down all available targets, regardless of speed, and often cause damage to nearby combatants. However, like the Rocket Launcher, combatants are ill-advised to utilise the Swarm Gun in close-combat scenarios.

"Nova" Kinetic Sniper Rifle

This military-grade rifle utilises massive electrical energy to drive
each round at extremely high speeds. It delivers near-instantaneous impact and has the highest accuracy of all the Kwari weapons. The sheer force of this rifle also ensures the maximum amount of damage, to the point where a direct shot will also push the target back. The power required means that the recharge time between each shot is significantly higher than other weapons.

AUTech Flame-Throwing Machine Gun

Combining both the high damage and pyrotechnics of a flame-thrower with the high rate of fire and medium-range of a machine gun meant the AUTech FTMG became an instant Kwari crowd pleaser! Any combatants facing an FTMG-wielder in close quarters are strongly advised to employ a swift tactical retreat and move to open areas where they can escape some of the damage. Any targets straying too close can expect to be burnt to a crisp and lead-lined!

Ammo Cost (per shot): 1Damage Dealt (per shot): 5-9Additional Features: NoneAdditional Notes: Ammo/damage figures assume one pull of the trigger. The trigger can be held down to maintain fire. Damage dealt can vary depending on range.

E.D.I. Plasma Globe

Utilising superheated lasers and electromagnets, this weapon fires a slow-moving ball of electrically-charged plasma, similar to ball lightning. The PG (more commonly referred to as the "Peej") also continually emits a stream of negatively charged ions, which attracts the globe of plasma, effectively allowing the operator to steer the globe in flight. Any nearby combatants will be damaged, making this extremely effective against grouped targets.

Ammo Cost (per shot): 5Damage Dealt (per shot): 10-30Additional Features: Splash-damage, Knock-back, Remote-controlAdditional Notes: Maximum damage figure assumes a direct hit with the globe, more damage can be done so long as the globe remains active near the target.